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Watch trailer on Steam ↗City States: Medieval
Reverie World Studios · Published by indie.io
Mixed — 64% positive (56 reviews) · 17 achievements
Last updated 28 Sept 2026
You are the leader of a city-state in high medieval Europe. Expand your city through deep city-building systems, build a trade empire across the known world, and lead men to war to defend trade routes in a high-stakes struggle of global strategy and brutal warfare.
£15.99
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Price history
Indie, Strategy · 2026 · More £15 - £30 games
As a medieval leader, expand your city, build a trade empire, and defend it in high-stakes battles. City States: Medieval offers deep city-building and strategic gameplay across Europe.
About this game

Powers divide the continent, growing in power and wealth, city-states rise to prominence through mastery of commerce and trade. These mighty merchant republics rise above their peers from Tripoli to Granada and from Novgorod to Genoa. You are the leader of one of these republics and you will shape the history of one such city-state, bringing it to glory and power - or watch it disappear into the currents of history.
City States: Medieval is a bold continuation of Reverie World Studios' long-standing strategy series, introducing completely new mechanics focused not on continent-spanning empires, but surviving between them as a city-state. The dynamic, unpredictable 12th century Europe and Middle East offers new challenges, while the completely new hero mechanics demand a completely fresh approach to strategy from newcomers and veterans alike.
Build a Mighty City
The city is the heart of your mercantile empire. Plan your expansion and advance accordingly, growing your city through economy, military, faith, trading, and building chains. Do not neglect defense: You are leading a city-state surrounded by powerful kingdoms, who may decide to plunder the city's wealth. Fortifications will be key to defending your city, along with an all-new siege system featuring real-time tactical combat.
Chart Trade Routes
Trade is the key to the city's survival. Establish new trading outposts across the known world to gain access to twelve precious commodities, from wool and linen to spices and silk. With every trade route the opportunities expand, bringing with it more wealth and prominence. Each route also makes the city a more attractive target for rival powers, demanding a strategic approach and navigating the treacherous world of politics and warfare of medieval times.
Command through Your Hero
In the age of great men shaping history, your leader is no different. Growing in experience and skill alongside the city, they define how you can react, enabling real-time battles and defense of the city, boosting city growth and construction, or carrying out complex intrigues in foreign courts. Every decision is a calculated risk: Do you send him on expeditions to distant lands to find new markets, leaving the city more vulnerable? Or do you focus on strengthening the home, risking that opportunities will slip away?
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 7
- Processor: 2.4 GHz Dual Core
- Memory: 3 GB RAM
- Graphics: NVIDIA GeForce GTX 1070 / AMD Radeon RX Vega 56
- DirectX: Version 11
- Storage: 5 GB available space
- Sound Card: DirectX Compatible
Recommended
- OS: Windows 10
- Processor: 2.4 GHz Dual Core
- Memory: 5 GB RAM
- Graphics: NVIDIA GeForce RTX 2060 / AMD Radeon RX Vega 64
- DirectX: Version 11
- Storage: 7 GB available space
- Sound Card: DirectX Compatible
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Update #2 - Reworked Tutorial
Hey Everyone, Today`s update focuses on redesigning the tutorial based on your feedback.The tutorial is now entirely optional, allowing you to jump straight into any campaign, and it has also been heavily redesigned from start to finish.The opening section is much shorter, much of the dialogue has been rewritten, new voice acting has been added throughout, and most of the optional historical cinematics have been removed. Overall, the tutorial is now significantly faster while still teaching all of the core mechanics.This update also fixes the remaining bugs reported by players, and I`m happy to say that at this point, nearly every bug reported since launch has been addressed, and I'd like to thank everyone who has taken the time to leave reviews, post on the forums, or report issues on Discord.If you encounter any other bugs or problems, please let me know. My immediate goal is to make sure City States is as stable and polished as possible before shifting development toward addition new nations and more gameplay features.Redesigned TutorialTutorial is no longer mandatory, and any campaign can now be played immediately.First voyage to Genoa is much shorter.Much of the dialogue has been rewritten.New voice acting added throughout the first half of the tutorial.Most historical side dialogue has been removed to greatly improve pacing.Tutorial progression has been significantly shortened while still teaching all core mechanics.The Genoa city-building section has been significantly shortened.Removed the advice about building Storehouses to increase Trade Goods capacity.Tutorial Fixes & PolishAI armies can no longer attack the player during the early tutorial.Fixed all known ways of getting stuck in the tutorial.No longer possible to trigger the attack window by sailing past the enemy port during the opening section.Fixed a rare issue preventing players from buying or selling Trade Goods.Increased Trade Goods limits for cities during the early tutorial.Reduced the silver r...Read full article on Community Announcements (Dev Konstantin)Patch NotesOfficial
Update #1 - Major First Steps
Hello everyone,Our first major update since the 1.0 launch is here, and it's one of the biggest updates we've released so far. This update introduces several new features and dozens of fixes based on your feedback on Discord and our forums.To start things off - we've fully redesigned the Unit Leveling system, making experienced armies far more valuable throughout your campaigns.Another major addition is a redesigned RTS Day & Night Cycle together with dynamic weather. Battles can now begin at any time of day, with beautiful sunrises, sunsets, night battles, rain, snow, thunderstorms, and soldiers automatically lighting torches after dark.We've also added a long-requested quality-of-life feature that lets you rearrange units inside armies directly on the World Map, making army organization much easier.Alongside these new features, this update includes a large number of crash fixes, performance improvements, combat balancing, Sandbox improvements, UI polish, economy adjustments, and many gameplay fixes.As always, thank you for all your feedback, bug reports, reviews, and suggestions. They continue to shape the game with every update.Now let's take a closer look at what this update brings:RTS Crash FixesProperly fixed the AI siege crash while siege towers are activeSiege towers re-enabledWorld Map Crash FixesRare loading screen crash now occurs much less frequentlyFixed rare crash affecting some systems during season changesUnit LevelingCompletely redesigned unit leveling systemLevel 5 units can now take on roughly two level 1 unitsLevel 10 units can now take on roughly four level 1 unitsLeveling now increases attack, health, and defenseUpdated unit stats are now properly displayed in both RTS and World MapUnits defending walls receive additional defensive bonuses against ranged attacksWall defense bonuses are now shown correctly in unit tooltipsRearranging UnitsUnits can now be rearranged inside armies and cities on the World MapMove units onto empty slots or swap pos...Read full article on Community Announcements (Dev Konstantin)AnnouncementsOfficial
City States: Medieval is Out!
Hello Everyone,Thanks to your support, we’re officially at 1.0!Since entering Early Access, we have been hard at work releasing weekly updates, expanding the game, and adding dozens of features based on your feedback.One of the most requested additions has been a Sandbox Mode, and we are very happy to confirm that it is now available with the 1.0 launch! We heard your requests for a sandbox mode, and we’re glad to include it. We’ll be expanding the available nations weekly. If there is a specific faction you want us to add, please let us know on the forums.Thank you to everyone who played, reported bugs, shared suggestions, wrote reviews, and helped shape the game throughout Early Access. We could not have reached this milestone without you. We are proud of how far the game has come, but the 1.0 launch is not the end of development. We will continue releasing regular updates after launch, adding more playable nations, new features, balance improvements, and further polish.What to Expect in 1.0 New Sandbox ModeAdded by popular demand, Sandbox Mode gives you the freedom to choose your nation and build your own medieval story without campaign objectives. Expanded FactionsPlay as Christian, Muslim, Pagan, or Slavic powers, each with unique units and mechanics. Community-Driven ImprovementsThe 1.0 release includes dozens of features, quality-of-life improvements, and other community-driven changes.Thank you for joining us on this journey. We hope you enjoy the 1.0 release, and we look forward to continuing development together! If you have feedback, ideas, or just want to talk strategy, join the conversation in the Steam Community , and if you have a moment, leaving a review helps other players find the game and means the world to us.Read full article on Community Announcements (Dev Konstantin)Patch NotesOfficial
Update #9 - Last Crashes Fixed
Hey everyone,First, thank you once again for all your feedback, bug reports, and continued patience.Today’s update fixes the last remaining major crash issue - specifically, the infamous loading-screen crash, which has finally been resolved.This crash usually affected players during longer sessions, particularly when repeatedly switching between the world map and RTS mode.This issue took months to resolve. We tried one possible solution after another before finally identifying the real cause: the game was gradually running out of video memory. While the cause may sound simple, the solution was anything but.Previously, the crash could occur after only two or three transitions between the world map and RTS mode, making longer sessions extremely frustrating. After the latest fixes, the game can now handle these transitions reliably during normal gameplay.I do have to mention that it is still possible to encounter a crash after playing nine or ten large city battles within the same session. However, this requires so many hours of continuous play that it should almost never occur during regular gameplay.A special thank-you goes to everyone who submitted crash logs, save files, and detailed descriptions of this issue. That information was instrumental in finally tracking down and resolving this terrible engine bug.Thank you for helping us make the game better.Now, let’s take a look at the other changes and additions included in today’s update:Stability FixesFixed the loading-screen crash.Fixed a rare crash during combat.Fixed a rare crash on startup.Improved overall performance.Fixed an issue that could cause some graphics cards to overheat.AI ImprovementsThe AI will now train more units during RTS battles.Defending AI armies will now build more siege weapons on city walls.Significantly improved how the AI handles the defense of large towns.Greatly improved AI unit progression during sieges.Ranged AI units will now advance properly during sieges.Other Fixes and BalancingI...Read full article on Community Announcements (Dev Konstantin)AnnouncementsOfficial
Previous Games Compared
Hey Everyone,How is City States different from our previous games?This is one of the most commonly asked questions, so let’s dive into it.First, a small disclaimer: this is a passion project. I handle most of the development myself, with two helpers. It is not profitable and does not come close to minimum wage.My goal is to improve and expand with every new title. Each game explores a different historical period and tells a new campaign story (one of my favorite parts of development is researching and learning about these eras).City States: Medieval is designed both for players who have spent many hours with our previous games and for those discovering them for the first time.It is a major evolution of our previous games rather than a complete reinvention. This is a common approach in the strategy genre, especially for a very small indie project.Now, let’s look at some visual comparisons between Medieval Kingdom Wars, Knights of the Crusades, and City States: Medieval to highlight the improvements to the graphics and UI.World Map - FranceThis shows same location on the world map from Medieval Kingdom Wars, Knights of the Crusades and City States, includes all the UI as well.Medieval Kingdom WarsKnights of the CrusadesCity States: MedievalRTS CityHere’s a look at same RTS city, including buildings and units. In City States: Medieval, every main player city has been redesigned from the ground up and is significantly larger than any city featured in our previous games.Medieval Kingdom WarsKnights of the CrusadesCity States: MedievalOther StuffThe differences go far beyond updated graphics and a redesigned UI.Most of the artwork is completely new, including the buildings and units. There is also much more variety: City States: Medieval features 35 building types, compared with 14 in Medieval Kingdom Wars, along with a significantly larger unit roster.A few elements have been reused:Some sound effects remain the same, although these are barely noticeable. Sounds such as ...Read full article on Community Announcements (Dev Konstantin)






